Jacob Sauer



MSc Student


jacob_sauer at sfu dot ca



Jacob joined the iSpace lab in Fall 2023 as a MSc stu­dent. He holds a Bachelor of Applied Science degree in Software Systems Engineering from the University of Regina. During his time at URegina, he also worked as an under­grad­u­ate researcher in the Department of Computer Science’s aRMADILo Lab; his research focus was inter­dis­ci­pli­nary appli­ca­tions for immer­sive vir­tual real­ity expe­ri­ences, specif­i­cally in the areas of spa­tial cog­ni­tion and iso­lated phobia expo­sure ther­apy. He is also self-taught in Unity (since early 2019) and Unreal Engine (since early 2022), and has pre­vi­ously worked in the indus­try as an inter­ac­tive dig­i­tal media developer.


Awedyssey: VR for pro­mo­ting and enhancing well-being

We are investigating and creating a new virtual reality (VR) experience, 'Awedyssey', for the promotion and enhancement of well-being. Today, digital technology pervasively intersects with our daily lives, and VR stands out as a digital tool capable of fostering adaptive coping and resilience skills, and authentic social connection. We welcome queries from potential collaborators and members of...


Norton, W. J., Sauer, J., & Gerhard, D. (2020). A quantifiable framework for describing immersion. PRESENCE: Virtual and Augmented Reality, 29, 191–200. https://doi.org/10.1162/pres_a_00361
Sauer, J. (2022). Chapter 10: Locomotion and Navigation. In D. Gerhard & W. J. Norton, Virtual Reality Usability Design (1st ed., pp. 261–297). CRC Press. https://www.taylorfrancis.com/books/mono/10.1201/9781003261230/virtual-reality-usability-design-david-gerhard-wil-norton
Norton, W. J., Sauer, J., & Gerhard, D. (2020). A gait analysis of a virtual reality inverse treadmill. Proceedings of the Future Technologies Conference (FTC) 2020, 2. https://doi.org/10.1007/978-3-030-63089-8_61
Norton, W. J., Sauer, J., & Gerhard, D. (2020). The Effectiveness of Virtual Reality as an Instructional Medium for Multidimensional Concepts. 2020 6th International Conference of the Immersive Learning Research Network (ILRN), 1, 220–224. https://doi.org/10.23919/iLRN47897.2020.9155107